Sound crash when playing with Oboe - android

All my code works fine. I can load and play all my sound.
I load 200 sound with a player array for play one of them all or more at same time.
But I have a last problem. Now when I play a sound, the quality is very bad sometimes or if I spam it, it really bad like robot.
I need to create an app like a DJ sound tab.
With a lot of sound I can spam with buttons. I'm using RythmGame Sample. But maybe my problem is I need to more custom the mixer or something like that. Can someone help me with that please ?

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Playing sound fast as possible

Now like does the question says, I need a way to play a small sound that lasts for like 1 second or less to play really quickly/fast in my Xamarin Android app. I am using .mp3 files and MediaPlayer class, is there any way to get as fast as possible to play a particular sound?

Apply sound effects on a video file

I am a little miss guided here and it seems i am totally lost. I am developing an android app and its core idea is to develop a video recorder and video player that applies some sound effects on the voice of the people or any sound that it records. Sound effect means that if i make a video of a person who is giving some speech then there should be no effect on video but his/her voice should appear like voice in talking tom cat app. I hope you understand the idea. Similar app is Helium Booth you can check it here. I am trying to use libraries like libSonic, libpd and tried to use XUGGLE too.
Read somewhere that Xuggle is not really developed for mobile devices so left it. Now what i want is that it should apply this effect on voice on the run time i.e while recording the pitch of the sound should be alterd and saved immediately. And what i am getting with these libraries is that i can apply sound effect after video is recorded. So it means i need to rip the audio from the video and then apply the change in pitch and frequency and again concatenate this audio file with the old video file. And i have no idea how to do it.
Please show me the right approach and tools if possible.
Regards

How do I stop the sound restarting when a collision occurs

Currently my code plays a sound when there is contact between any objects in my game using andEngine and Box2D and the walls, the problem I have is that when contact is made with any objects it starts again I understand why this is happening. What I want to do if possible is keep playing the sound while also playing it for another collision. I think I may need to use threads but I am unsure how to do this in java for android.
#Override
public void beginContact(Contact contact)
{
Rattle.this.mExplosionSound.play();
}
UPDATE: I don't seem to have been able to fix the issue but I know that what I need to do is play this sound multiple times simultaneously, I have tried threads and the soundPool but got no luck with either still not sure what to do.
It seems you have only one instance of the sound. Then you call play on the same sound twice, therefore it stops playing and starts from the beginning.
Imagine having one CD player - you press play, the music starts to play. You press play again and the player starts reading the track from the beginning. What you need is two players, therefore you may need two instances of the same sound.
(I don't have much experience with sound on Android so I may be wrong, please take the advice with a grain of salt.)
Even I was developing a game some time back and I found a similar problem. You should use SoundPool to play short sounds like crashing and collisions. here are some good linkswhich helped me. Link 1, link 2.

Soundpool or media player?

I am doing a cards game for android and I want that everytime a card is thrown, to play throwing sound. It is the same file. I will have also other sounds playing like background music , and certain clicks.
What do you recommend to use, sound pool or create MediaPlayback and play it? What would be the advantage/disdvantage to each one? should I use ogg or mp3/wave file?
Any help in this is appreciated.
Thank you
I would use the sound pool for short clips. I might be wrong but the sound pool has a smaller overhead plus it's the correct way to play short clips, it also allows you to specify how many times per second said sound clip can play which helps slower phones.
With regards to the mp3 vs ogg I use mp3. I don't believe there is any performance issues. Ogg is licence free but that doesn't really matter with regards to your app. Plus it might help if you plan on using these clips on another platform that doesn't play ogg files. No names mentioned :P

Modulate a recorded sound into different effects in android?

I'm going to make an app related to sound modulation , where i need to record a sound and after recording the sound i need to play it in different modulation or sound effects like Reversing,Resampling,Pitchshifting,Robatization effect when I press the play button .Now I have the code to record a sound ,but don't know how to modulate the recorder sound as the above effects.
I search the whole web but did not find any solution.how do i implement this effects?
There are many apis which helps to accomplish this. For example-
Open SLES. AudioTrack.
Please have a look at this page.
I think it may help you.

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